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for Toonzharlequin
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Tutorial
Before Starting
This tutorial guides you through the steps of a paperless production,
starting from the creation of puppets, to the layout and the final
compositing of a scene.
The tutorial material is stored in a folder named Paperless Tutorial. This
folder contains different projects for the different steps of the workflow.
The material can be used with both Toonz Harlequin and Toonz Bravo.
To use the material copy the Paperless Tutorial folder in the
PROJECTROOT defined during the Toonz installation (for details see the
Setup Guide).
Creating a Library
Drawing a Puppet
The drawings needed to create a character puppet usually are based on
the character model sheet, that can be sketched either in Toonz or on
paper.
The model sheet should be analyzed to understand which is the best way
to split a character in sections in order to allow the puppet to perform all
the actions needed for the animation. Animators that are going to use
the characters puppets may be involved and give advice in this process.
Usually once the sections a characters puppet is made of are defined,
the same structure will be used for other characters as well, in order to
simplify and uniform the creation of library elements.
The model sheet can be traced directly in Toonz. In case the model
includes different points of views, such as front, back, side and
three-quarter views, you can draw one view at the time in separate
drawings. In case a full turn-around puppet is needed, of course only
half turn-around has to be drawn, for example front to left side to back,
as the puppet can easily be mirrored.
If while proceeding with the storyboard examination some sections need
new drawings, for example the arm need a special animation, they can
always be added later in the related animation level of the library puppet.
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You can start tracing each section on a separate layer from the
beginning, or you can trace all the sections on the same drawing,
intersecting one another, and later on cutting and pasting the sections
into separate layers.
Before starting to draw, set the 01 Library
project in the Paperless Tutorial folder as
your current project.
When your drawing session is completed,
save your work by saving the scene file in the
01 Library\scenes folder: the drawing will be
automatically saved.
If you want to check the final result of the
drawing process you can load the scene
Mozart drawing.tnz.
To draw the front view of the puppet:
1.Load and import the model sheet Mozart
Model.jpg available in the Paperless
Tutorial\Library\Models folder. To have an
idea of how the character should look, see
the Mozart Sketch.jpg available in the same
folder
Note: The Mozart model contains details
about the sections and joints the puppet has
to be made. This work can also be done
directly in Toonz by using some sketches a
reference.
2.Scale and move the model image so that
the sketch of the front view is placed at the
center of the work area.
3.Select an empty column in the xsheet and
start tracing the drawing considering the
following guidelines:
The exploded view of the Mozart puppet, showing all
the sections it is made of. Some outlines are made
with a transparent color (such as the upper part of
the arms) so that the area can be filled while the
outline is invisible.
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The Mozart head is an animation level containing all the head views as frames.
Note: You can also use Cells > Clone to clone the turn-around
puppet, and preserve only the needed sections in the cloned level.
Painting the Puppet Sections
To paint the puppet sections, first you have to create colors in each
section palette. Colors can be picked from a color model, or from a
palette stored in the studio palette in order to assure consistency in the
puppet.
Once the sections are painted, and therefore become opaque, you may
need to rearrange the column order in the xsheet, or to split a column
into two different column, to have the right layering of the different
sections in the turn-around. For example for the Mozart character the
right arm cuff has to be in front of the body in the front view, but has be
behind the body for the other views.
Before starting to paint, set the 01 Library project in the Paperless
Tutorial folder as your current project, and load the scene you saved
after the drawing session.
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When your painting session is completed, save your work by saving the
scene file in the 01 Library\scenes folder: the painted drawing will be
automatically saved.
If you want to check the final result of the painting process you can load
the scene Mozart painted.tnz.
The color for the Mozarts jacket being picked from the loaded color model.
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Note: It is also possible to load the image as color model and create
automatically a palette containing all the characters color, then save
the palette in the studio palette, from where needed colors can be
retrieved with standard copy and paste operations.
Defining a Puppet
There are two ways to connect the characters sections: by using the
column centers, or by using hooks.
A puppet based on column centers is simpler to create: it has some
limitations, because the pivot points positions in the skeleton are fixed,
but it is suitable for most of the cases of cutout animation.
A puppet based on hooks requires one step more for its definition, i.e.
setting the hook position, but it is more versatile: the pivot points can
follow the animation of puppet whose sections are animated levels
themselves.
In this tutorial you will use hook as the Mozart character has full
turn-around views, and column centers would not fit this kind of puppet.
Defining Hooks Positions
Hooks have to be placed for all the puppet sections; they will be used to
set the pivot points and the joints of the puppet. For example, a trunk
may have five hooks, one for the head, two for the arms and two for the
legs; a forearm may have two hooks, one that will be the pivot point for
the elbow, and one for the wrist.
In some case you may need to add ghost elements, that is to say element
that are not visible but useful to create a more versatile puppet skeleton.
For example for the Mozart character hooks are created for a puppet
split in an upper part (whose parent section is the trunk) and a lower
part (whose parent section is the pelvis), that are connected by a ghost
element. In this way it is possible to animate the two main parts
independently, for example to squash the upper part without involving
the lower part.
If you have drawn the puppet sections in place, and you want to keep that
position, it is very important that hooks that have to be linked, for
example the upper hook of the right arm, and the right hook of the body,
are overlapping. In this way the puppet will maintain its appearance with
no section being shifted, and the puppet definition will be easier.
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2. For the other view of the same section, correct the hooks position for
the different drawings in the different frames by dragging them to where
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the pivot points and joints are supposed to be. In this way the puppet will
be consistent even if drawings change during the animation.
Hook positions for the first and second drawing of the body level: hook 1 is used for the
jacket, hook 2 for the head, hook 3 for the right arm, hook 4 for the left arm and hook 5 for
the tie.
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When the puppet is completed, save your work by saving the scene file in
the 01 Library\scenes folder.
If you want to check the final result of the linking process you can load
the scene Mozart final.tnz.
Note: The hook number (H1, H2, etc.) is just a label to identify hooks,
and it is not relevant when performing links.
To link a section to another section having overlapping hooks:
1. Select the Skeleton tool ( ).
2. Select the section you want to link by clicking it: the hooks you
created for that section are highlighted, and any hook overlapping a
hook of another section has a button labeled Link.
3. Click the Link button displayed close to the overlapping hooks you
want to link.
Building the right arm skeleton with overlapping hooks: select the arm (1), and click the link button
on the shoulder (2); select the forearm (3)...
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...and click the Link button on the elbow (4); select the hand (5) and click the link button on the wrist
(6).
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6. Release to set the link: the section shifts so that the two hooks are
now overlapping.
Building the right arm skeleton without overlapping hooks: select the arm, and click the H1 button to
set it as pivot point(1); the arm shifts to the center (2)...
...click and drag the dot at the top of the handle towards the hook H3 of the right shoulder on the body
(3) and release to set the link (4).
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To break the link between the selected section and its parent:
Click the grey dot at the middle of the graphical link between the linked
section and the parent one.
Animating a Puppet
When the puppet is defined, is a good practice to do an animation test to
check if the puppet fits the requested animation. In this case you will
define a side walking cycle for the Mozart character.
The first step is to define key positions for the action the character has to
perform. These key positions can be figured out by sketching on paper
how you want the movement to be.
Usually the first element to be animated is the puppet parent section,
that is to say the part of the puppet to which all the other sections are
linked. Key positions are defined for all the frames the animation has to
last and the speed of the interpolated movement is controlled with the
curves in the function editor.
For example if the trunk of a character is the element from which the
whole skeleton depends, it will be animated first. Then the legs, arms
and head will be animated considering the key positions of the trunk.
With the Skeleton tool ( ) you can select and set positions for the
puppet sections.You can also activate the Inverse Kinematics option to
move the puppet considering the skeleton articulations, so that if you
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want to move the end of a limb to a particular position, all the rest of the
sections belonging to that limb will move consequently.
Every time a position for a section is set, a key position is automatically
generated for the xsheet column where that section is exposed, at the
current frame. Keys and interpolations you define in this way are
displayed in xsheet columns, where they can be managed directly, and in
the function editor.
Before starting to define the animation, set the 01 Library project in the
Paperless Tutorial folder as your current project, and load the scene you
saved after the puppet definition.
When your animation is completed, save your work by saving the scene
file in the 01 Library\scenes folder.
If you want to check the final result of the puppet creation process you
can load the scene Mozart animation.tnz.
To define Mozart walking cycle:
1. Figure out, even with sketch on paper, how you want the walking
movement to be.
2. Delete from the xsheet all the cells containing drawings that are not
required for the side walking movement: only drawings at frame 3
should be preserved.
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3. Repeat all the cells for all the frames you want the animation cycle to
last.
4. Select the Mozart parent section, that is the ghost element to which
the upper and lower part of the body are linked, and use the Edit tool ( )
to set the key positions at the different frames the animation. Usually
these key positions define an up-and-down waving movement. After
using the Edit tool, in each key frame click the set key button ( ) at the
bottom of the viewer in order to set a key for all the object
transformations (i.e. position, rotation, size and shear), and not only to
the one you are editing. In this way this reference animation will
maintain its consistency even when new keys are added when editing it
in a real scene production.
5. Go to the first frame and with the Skeleton tool ( ) set a key position
for all the puppet sections. Every time you set a position, click the set
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key button ( ) at the bottom of the viewer in order to set a key for all the
object transformations.
6. Move to the other frames where keys were defined for the parent
section, and set key position for the other sections as well.
7. Scrub the current frame cursor or use the Play button to check the
animation.
To use the inverse kinematics when animating:
1. Select the Skeleton tool ( ) and activate the Inverse Kinematics
option.
2. Click the center of the section you want to stay fixed: it turns from
round to square to indicate it is fixed.
3. Click any point of any section (but the fixed one), and drag to the final
position.
To refine the animation:
Consider the following guidelines:
Limit the number of key positions you define, as it is better to control
the movement by calibrating the interpolation speed, than by defining
too many keys. Note that the Mozart animation.tnz scene is 27 frames
long and contains only 7 key positions.
Set the key positions for the sections at the same frames of the parent
sections keys. You can also shift keys one or two frames up or down in
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Layout
A scene layout is created by importing all required elements from the
library. Usually the storyboard sketch related to the scene is loaded as
reference for positioning elements and guiding the camera movements.
Backgrounds and props are put in place, and puppets are cleaned up
from drawings not necessary in that specific scene. For example if the
character has to run to the right, leave only the drawings for the puppet
facing right.
As concerning the xsheet, the following should be arranged in order to
achieve the animation requested from the storyboard:
The scene timing has to be taken from the storyboard.
The layering order of the scene elements has to be set: for example if
a character has to move in front and at the back of a prop, the related
levels are exposed in the column under the prop, then in those on the
top.
Some rough masks can be created if some elements have to be
hidden.
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Poses for the different characters involved in the scene are defined in
order to give an idea of how the animation will take place. Poses usually
are not interpolated, but just exposed as they are for all the required
frames.
Before starting to define the animation layout, set the 02 Layout project
in the Paperless Tutorial folder as your current project, and create a new
scene.
When the layout scene is completed, save it in the 02 Layout\scenes
folder.
If you want to check the final result of the layout process you can load the
scene sc_N2_layout.tnz available in the 02 Layout\scenes folder.
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3. Select the cells in all the column at any frame but frame 3 and delete
them.
Note: If any drawing is required later on, it can be retrieved from the
level strip of the related level.
4. Delete any empty column resulting from the clean up process, and
move the remaining cells from frame 3 to frame 1.
To move the stool and the piano inside the xsheet:
1. Move to the main xsheet and cut the columns where the stool, the
piano, the stand and the score are exposed.
2. Enter in the puppet sub-xsheet and paste the copied columns.
Note: You can copy the storyboard sketch as well to use it as
reference inside the sub-xsheet.
3. As the puppet is facing left, flip the props with the Edit tool ( ) by
setting an horizontal scale of -100, as if the storyboard sketch was
flipped, and arrange them.
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5. Use the Skeleton tool ( )to select the skeleton section and rotate
them to the desired pose, considering the following guidelines:
To select a section click on it with the Skeleton tool (
click and drag anywhere.
); to rotate it,
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6. Select frame 4 to define the second pose, then frame 8 for the third
pose. The puppet positions in the inbetween frames will be
automatically interpolated.
To expose the poses in the main xsheet:
1. Close the sub-xsheet, and delete all cells from the sub-xsheet
column, but the first one.
2. Flip the sub-xsheet with the Edit tool ( ) by setting an horizontal
scale of -100, so that it matches the storyboard sketch.
3. Repeat the sub-xsheet cell numbered 1 for as many frames as you
want the first pose to be repeated.
4. Double click the cell where you want the second pose to start being
exposed, and type 2: the second sub-xsheet frame will be displayed in
the work.
5. Repeat the sub-xsheet cell numbered 2 for as many frames as you
want it to be repeated.
6. Do the same with the remaining frames. If you want to create a cycle,
select the cells defining the cycle and repeat them.
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Animation
When the layout is completed all the elements of the scene are in place,
and the animator can start redefining the scene animation.
For each character or element that has to be animated, the animator
starts from scratch to set new key positions using the layout poses as
reference. In case the character or element to be animated is a
sub-xsheet, the animation is done inside the sub-xsheet and then is
exposed in the main xsheet.
The animation technique is basically the one used also to achieve test
animations, and the guidelines provided in Animating a Puppet on page
26 apply also in this case.
Apart from defining key positions for animated puppets and elements,
the most important job of the animator is defining the way key positions
are interpolated by using curves and key icons on xsheet columns. The
richest and more natural animations usually are achieved more by
controlling properly the interpolation than by setting a lot of keys.
Poses defined in the layout usually are not reused, but are taken only as
reference for the final animation. They can also be preserved at the top
of the xsheet to be retrieved or checked at any moment, and the
animator starts working not at the first frame, but some frames after the
ones where layout poses are exposed.
Before starting to define the animation, set the 03 Animation project in
the Paperless Tutorial folder as your current project. As a starting point,
import the layout scene from the 02 Layout project.
When the scene is completed, save it in the 03 Animation\scenes folder.
If you want to check the final result of the animation process you can
load the scene sc_N2_animation.tnz available in the 03 Animation\
scenes folder.
To setup the animation for the Mozart puppet:
1. Enter in the puppet sub-xsheet.
2. Analyze the layout poses and figure out, even with sketch on paper,
how you want the animation to be.
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3. Copy all the cells at frame 1, and paste them in another frame, for
instance frame 10. In this way the layout poses are always available for
reference.
4. Repeat all the cells for all the frames you want the animation to last.
5. Follow the guidelines provided in Animating a Puppet on page 26 to
define the puppet animation.
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cycle, then repeat them with Cells > Repeat, or with copy and paste
operations.
If the animation needs different references to the sub-xsheet content,
for example you want the character to stay still for a certain number of
frame, edit the sequence of cells of the closed sub-xsheet column as if it
was a standard column.
Applying Special FX
Even if the animation is complete, the scene can still be enriched by
adding special FX, for example to add light effects, or doing color
correction for some elements.
Special FX may be already planned in the storyboard, but in some cases
it is the special FX operator, according to his experience and skill, that
decide how to intervene in a scene.
Usually during this step the scene can also be cleaned up from unused
elements, and its elements may be rearranged in order to apply special
FX properly, for example a mask may be redrawn in order to be more
precise, or some elements may be duplicated to create effects like
reflections or shadows.
In this scene you will change the lighting by adding some dark shapes,
and you will add some body shadows to the characters in order to
achieve a better atmosphere.
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Before starting to add special FX, set the 04 Special FX project in the
Paperless Tutorial folder as your current project. As a starting point,
import the animation scene from the 03 Animation project.
When the scene is completed, save it in the 04 Special FX\scenes folder.
If you want to check the final result of the special FX process you can
load the scene sc_N2_specialFX.tnz available in the 04 Special FX\
scenes folder.
To change the lighting of the scene:
1. Insert an empty column over the background column, and select the
first cell.
2. Use the Geometric tool ( ) to draw a polygonal shape on the left top
angle and another on the right bottom angle of the shot. Draw also some
ellipses under the characters. Fill the areas with the black color, as they
will be used to simulate some shadows in the background.
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4. Go in the Blur folder, select the Blur effect, and click the Insert
button. The blur effect will smooth the shape outline.
5. Go in the Layer Blending folder, select the Transparency effect, and
click the Insert button; then select the Multiply effect, and click the
Insert button. The transparency effect will make the shape
semi-transparent, while the multiply effect will allow the background to
become darker without loosing the original hues.
6. Double-click the Blur node you inserted, and in the FX Settings set a
blur value. Use the preview area to check the result.
7. Double-click the Transparency node you inserted, and in the FX
Settings set a transparency value. Use the preview area to check the
result.
8. Link to the down input port of the Multiply node the node of the
background image.
9. Activate the preview in the work area, and calibrate the different
special FX to optimize the result.
10.Repeat the cell with the dark areas for all the frames of the
animation.
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4. Right-click the Body Highlight node you just defined and choose twice
Duplicate from the menu that opens. Link the Mozart father and sister
nodes to the duplicated effect nodes: the other two puppets will have the
same body shadow.
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5. Activate the preview in the work area, and calibrate any body
highlight effect to change the shadows on the three characters, and
optimize the result.
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